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🇺🇸 GROK 3: NEXT-LEVEL PHYSICS VISUALIZATION IN MOTION 25 particles, each a different color, bounce inside a vacuum-sealed cylindrical container, leaving behind glowing trails. The container rotates slowly, shifting perspectives, while an outer spherical boundary adds complexity. Physics-driven collisions keep everything in motion, and a subtle zoom effect pulls...

2,017,324 views • 1 year ago •via X (Twitter)

9 Comments

kikelv's profile picture
kikelv1 year ago

🔥 THIS IS GOING TO DOMINATE EVERY CONVERSATION!

Lurk's profile picture
Lurk1 year ago

this is crazy fam!

Matt_EUC's profile picture
Matt_EUC1 year ago

That would be crazy in a game i bet

Web3's profile picture
Web31 year ago

grok 3 is insanely superior

SharksCoins 🦈 Gem Hunter's profile picture
SharksCoins 🦈 Gem Hunter1 year ago

Glad to see it

Sherry Slatosky's profile picture
Sherry Slatosky1 year ago

Wow. Cool

Syeda Farheen فاطمة's profile picture
Syeda Farheen فاطمة1 year ago

GROK 3 is full updated for next GenZ

AJH - Question Everything's profile picture
AJH - Question Everything1 year ago

Wow 🤯……. Crazy impressive

Art Sarkisyan's profile picture
Art Sarkisyan1 year ago

so awesome

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Why the character movement in my custom game engine felt janky and how I fixed it. In a game engine, most often, a character moves using the physics engine. Meaning, the player is not just a coordinate in space but a physical body. It has velocity, it handles collisions, and it interacts with the world. Now, as you might know, physics engines need stability. If you run them at variable framerates, things start breaking. Objects phase through walls or fly off into space because the math becomes unpredictable. This is why most game engines lock their physics loop to a 60Hz fixed rate. But here’s the problem: If you have a high-end system, you don't want to limit it at 60 FPS. That's a waste of good hardware. Now, that said, if the GPU is rendering at 144 FPS but the player's position (physics driven) only updates 60 times a second, it creates a micro-stutter that ruins the "smooth" feel of the game. A good way to fix this is to treat the character as two separate things: 1. The Physics Body (Invisible part): This is the "real" character. It lives in the 60Hz physics world, it moves the player and handles collisions. 2. The Visual Model and Camera (Visible part): This is what the player actually sees. It doesn't care about collisions, its only job is to look nice and smooth at whatever framerate the GPU is pushing. Once you have this separation, you can use interpolation to keep them in sync. Every time the physics clock ticks, you save the previous position of the invisible body before moving it to the new one. Between those ticks, calculate how far we are between the last physics update and the next one. By using this to drive the visible parts of the game, the stutters disappear. The physics loop stays fixed behind the scenes, while the visuals slide smoothly between the snapshots. Example: - Right after a tick: blend_weight= 0.0 (The visual model stays at the old physics position). - Halfway to the next: blend_weight= 0.5 (The visual model slides to the middle point). - Just before the next: blend_weight= 0.9 (The visual model is almost at the new physics position). Pro-Tip A critical mistake I made initially, and one many devs make, is parenting the camera and visible parts directly to the player body. If you do this, the camera inherits the discrete 60Hz physics movement by default. In that setup, interpolation won't work because the camera is "stuck" to the physics clock. For this fix to work you must decouple the camera and visuals from the body and move them separately. Player movement processing in Detis Engine: - fixed_process: Physics runs at 60Hz. Handles collisions and raw movement. - process: Variable rate. Mainly used for player input caching in the player case. - late_process: Variable rate. Handles interpolated camera movement after physics and everything else is done being processed. - render. Submits the final interpolated transforms to the GPU. The test environment in the video is running on an old 2070-based laptop. Hopefully the video compression won't introduce any stutter... I’m sharing this in hopes it helps a fellow dev. Cheers.

Ioannis Koukourakis

48,636 views • 6 months ago

This isn't VFX visual effects...it's actual freakin physics! 🤯🤩🤗🙌🏾 You're watching the physics of space and matter coevolve...a small window into the kind of world Wolfram Physics Wolfram predicts. Every ripple, collision, and shimmer you see is a causal event in a living hypergraph. Space itself is an active network of nodes and links...springs and diagonals...constantly stretching, relaxing, and rewriting as the system evolves. Each interaction you see...a nutrient diffusing through the medium, a burrower tunneling, a tentacle feeling drag...is a computation of spacetime itself. Every connection that forms or breaks is an update to the causal structure: a new link, a new moment in the unfolding hypergraph universe. Our environment behaves like an adaptive fabric...the lattice tightens where organisms stir it, loosens where they pass. Chemical fields spread through those same links, feeding back into motion and growth. When the cluster pulsates, it's literally reorganizing local causal geometry...matter and space changing together!👌🏾 We even test causal invariance frame by frame, swapping operation orders to ensure that spacetime remains consistent no matter the update path. That's not animation logic...that's a computational physics experiment running live!🥳 Tentacles feel friction, burrowers dig through gradients, and behind them the lattice stiffens, storing history as structure. #Mathematics #Physics #WolframPhysics #Mathelirium

Mathelirium

20,090 views • 8 months ago

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